GRACKLSTUGH
The duergar of Gracklstugh have fewer dealings with
the surface world compared to other Underdark races.
relying more on trade flowing through Mantoi-Derith
(see chapter 9). The paranoid duergar are reluctant
to share known routes to the surface world, so the
adventurers need to cultivate considerable influence
with the gray dwarves to earn such a prize.
THE WORMWRITHINOS
The drow of Menzoberranzan know of several tunnels
in this region of the Underdark that lead to the surface
world. Characters lucky enough to find one eventually
emerge in the Lurk wood, a forest south of the Spine
of the World mountains. For more information on the
Wormwrithings, see chapter 13.
fARTHER AFIELD
Various other t unnels and passages wend their way to
the surface in places around the Evermoors or even
more remote locations. You can place these wherever
you like, if an opportune time for the characters
to depart comes along before exploring any of the
previous options.
PORTALS
A number of ancient portals can be found in the
Underdark. A functional portal is a magical doorway
leading to some other specific location in Faerfin. If the
characters' choices during the adventure leave them
unable to secure escape with the help of the PCs they
meet. you could place a portal in or near one of the
locations explored in chapters 2 through 6. If the portal
is damaged, the characters might need to repair it. The
characters also need to figure out how to activate the
portal, or find the key or spell necessary to activate it
A portal can be one-way only and send the adventurers
anywhere you want.
GAI N ING ACCESS
By the time they have visited the locations detailed
in the previous chapters, the characters should have
knowledge of a route to the surface world and a map or
guide to help them navigate it. These two goals should
serve as tools to help motivate the players th roughout
the earlier chapters of the adventure. As a reward in one
chapter, the characters might learn of the existence of a
potential route out. leading them to another location in
the Underdark where it is supposed to be. Then they need
to find a map or guide for the potential route. which could
mvolve them in what is happening in the new location.
To complicate the search. they might then discover that
a route or guide isn't all they had hoped for. but instead
leads them to more promising options.
As an example, the characters might hear of a
potential route to the surface from Gracklstugh. They
go to the duergar city and become embroiled in events
unfolding there, only to be denied access by the gray
dwarves. However, meeting a group of wandering
myconids in the city reveals that the myconids of
Neverlight Grove know a great deal about the hidden
ways of the Underdark.
Clues and leads should become more plentiful and
substantial as the characters approach 7th level, leading
them toward their eventual escape route- and with
many adventures and encounters happening along
the way. If you hand out these hints and opportunities
carefully. the characters' path through the Underdark
should feel like a smoothly escalating series of
discoveries, no matter what order they chose to explore
the locations and deal with the challenges of the
previous chapters.
BIDDIN G FAREWELL
When the characters finally reach the surface. it's likely
that some of their subterranean companions will choose
to remain in the Undcrdark rather than face the perils of
the surface world.
UN D E RDA RK NATIVES
Knowing that many of their N PC companions have
homes in the Underdark can be an important part of
the decision-making process that guides the characters
through the early chapters of this adventure. The
Underdark is a dangerous place, and characters might
be reluctant to let their newfound friends fend for
themselves. Helping some of them return home makes
a good incentive to visit locations in the Underdark.
Shuushar, Topsy. Turvy, Stool, Rumpadump, and
Glabbagool would rather remain in the Underdark than
suffer sunlight.
SuRFACE DwELLERS
Companions such as Eldeth and Ront, who prefer to
Live on or near the surface, gladly follow the characters
all the way out if they can. Eldeth wishes to return
to Gauntlgrym. and her presence there can provide
a connection for the characters when they visit the
dwarven settlement in chapter 8. If Eldcth didn't
survive, she might have charged the characters with
returning her body or effects to Gauntlgrym. Ront might
wish to rejoin his tribe or seek a new home elsP.where.
based on how the events in the earlier chapters of the
adventure have influenced him. Depending on how
he was treated, the ore most likely parts from the
characters in peace out of respect for their battle
prowess. if nothing else.
WITH FRIENDS LIKE THESE ...
Buppido. Prince Derendil, and Sarith might be gone
well before the adventurers are ready to return to the
surface. having already revealed their dark secrets and
treacherous natures.
If Buppido or Sarith are still around, either PC could
go mad and attempt to kill the adventurers before they
reach the surface world. Derendil might still hold to his
delusion of being an elf prince wanting to return to his
forest kingdom. However, the quaggoth is poorly suited
ro travel on the surface, needing sheller from the light
during the day. He becomes increasingly irrational and
erratic, seeing enemies and plots everywhere, until he
eventually accuses the characters of colluding with his
enemies and anacks in a mad fury.
CliAPTf.R 7 1 ESCAn. fROM THE UNOt:RDARK